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(+1)

as a filthy shoto player, terra is really stupid. she's particularly good at...everything???

she's got a good set for playing neutral, two advancing normals- one leads into a launcher, one is gigantic and lets the characcter play a pseudo zoning game by mixing up fireballs and axes- at the cost of its convertibility, and god DAMN that fireball is SO GOOD. travels quickly and starts quickly, and thanks to dash cancel, it SINGLE HANDEDLY CONTROLS NEUTRAL at the ""cost"" of moving terra forwards. they jump the fireball? anti air with D or dash attack. they block it? your mixup. they get hit...?
we'll get to that later! fun fact, fireball can be canceled on frame 19 with dash(?)
in a nutshell, terra's dash is 15 frames (known via dashing as the same time as opponent to set frame advantage to 0, then pressing forwards). so subtract 15 from the amount given from a instant fireball dash cancel, which is 34, resulting in 19.
i might be dumb, but onto the pressure things!


she also has good pressure  on the offensive side!

take this blockstring rq, as a
AA C R-A AA...

low punch is +5, so it jails into fireball

fireball's dash cancel leads into a jail into dash attack, and can be staggered to give fireball itself plus frames and turn it into a frametrap- also keeps you outside of the range of other reversals

dash attack ends the string at plus 1

and you can probably turn any of these into a throw, with or without meter

so she has a looping pressure string...alongside impenetrable neutral... surely her defense is poor at the cost of this, ri-

oh.  right. shoto. of course she has an invincible reversal. yikes.

and about that on hit thing? what she gets from hitting you is FUCKING MASSIVE.
here's a quick combo- usable at any part of the screen!
AAAC R-A AA(delay until close to sweep hitbox)A R-A AAD 
this combo gives terra.
300~ish damage.
Puts the opponent in the corner from anywhere.
Since it's a D ender, it of course gives you a hard knockdown. You can do a easy fireball meaty directly after this to automatically be plus- unless you're against another Terra, in which it becomes a guessing game of if to or if not to do one based around the invincible reversal.
Gives you a ENTIRE BAR OF METER. You could use this to extend the combo, or...
Dash cancel to get a taunt stock, or maybe two and still be plus depending on if you're just good at pressing the taunt input.

y-yeah...

so overall, terra has

incredible neutral

strong, looping pressure ala sol f.s

an invincible reversal- a trump card on defense that not many have(?)

and insane reward for hitting the opponent

all for being easily combo broken during combos haha she's so balanced :)


i think i would just... make terra's fireball more gunflame-esque. not make it go at 60mph, launch on hit, maybe a startup increase for a recovery decrease so you can anti-air late jumps (not predicition jumps) and also ABOUT THAT DAMN DASH CANCEL.

make it only available on contact! what, you thought i was going to butcher it? lmao, what do you take me for? a person with wild ideas?

weh.... this game good. can't wait to zone people

(+1)

also when actual button configuration i NEED to lab out situations by manually playing as both players because i like pretending to be desk.

I saw the big post and expected rambling but nah, you cooked with this one. You've clearly done your homework. Thanks for your feedback, i'll keep it in mind.